It's been such a long time, fellow kindreds! I can't believe myself that it's been such a long time that I've posted, but do not fear, the mod is still far from being dead. It's been quite a hectic life for me, especially that the team is quite very small at the moment.
Apart from that, I've managed to get some rather interesting progress done for the mod, so let's get to those, shall we?
Alien Swarm port
First of all, we finally got the mod ported to the Alien Swarm, which was done back in August, and it was a complete success, but the bad news is, it's still lacking from the essential gameplay that Vampire the Masquerade: Bloodlines has. But, atleast we have a solid base for the mod on the Alien Swarm engine.
Here is a footage of the game, showcasing the main menu, the old Options dialog, the loading progress bar, the player animation in third person and an NPC ported from HL2 into Alien Swarm. Notice how the player isn't animating properly, but that's alright, because it has been fixed in a later video.
It moves a lot smoother than in the original game, but unfortunetly, it still has some movement directional issues, but nothing drastic.
The player animations was really an issue for me at first, since the models use a really old and odd format for movement, since the Orange Box uses the 9-way animation blending method, where it uses two parameters, move_x and move_y.
The old format, the 8-way animation blending method was used in Bloodlines and in Half-Life 2, before the Orange Box engine, which uses the move_yaw parameter.
The advantage on the 9-way blending method is that it can play a much smoother animation transition, along with having its own speed set up for directional movement, instead of having a fixed speed set up in the code.
Multiplayer
We decided to switch onto a part of the project we thought we would be saving it for the end, but as the progress on this mod is really slow, we decided to switch our priorities to create the multiplayer version, which was long dropped in the original game.
As we are currently lacking any coders, it is impossible to do any sort of progress on the single-player part, but fire64 released the first Vampire SDK, an SDK for the original game, so that people can create maps, models and other contents for it, which is a really great news! And because of that, we decided that right now the priority has been shifted to the multiplayer part.
More information about the multiplayer tier can be found here: Forum.bloodlinesresurgence.com
Coders needed
The mod is pretty much ceased without an active and experienced coder. There won't be any progress made from my behalf, and unfortunetly, the mod will be stuck like this forever, if there won't be any coders volunteer to help us with the project. Your help is very needed in order to get the mod revived!
We are also looking for people who are experienced in creating particles, improving textures and even modellers who can remake some of the low quality models found in the game.
For more informations about the project or if you have experience in many fields in Source programming and willing to help with programming, please send us an e-mail at bloodlinesresurgence@gmail.com.
Nice ! Its so great to port mod at ASW engine, today is not so much mods use ASW branch so i can say respect to you ;)
Cant wait more media =D
I like it :3
Thank you God!
At last a multiplayer mode to test the guts of this mod. I know it's meant to be single player but I've always kept saying that this is the only way to drive interest and activity.
You don't release a Beta of a single player game right? Who does that?
We decided to use the multiplayer mode as the testbed in order to implement everything, since either way, it will affect both singleplayer and multiplayer, as they are shared codes.
Singleplayer needs a lot more entities and other codes to be written, and frankly, we want to release something rather than wait until the singleplayer is done.
Its a shame the documentation for alienswarm isnt quite as detailed as that of the older engine versions. alot of the engine seems to have changed.
Good stuff, keep it up.
Were well done! The movement seems more natural and realistic from the original game, you guys did some good work, now keep going!
Oo cant wait to kill someone :D
Great to see a progress update on this mod. Unfortunately, I don't have any coding skills to speak of, so I can only wish you good luck finding someone who does.
Oh, and happy Thanksgiving!